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Rust world, event, vehicle and AI console commands

Quick answer: these are the Rust console commands for weather, world events, vehicles, boats, horses, farm animals, NPCs and AI. Type one in the server console or over RCON, or in the F1 console in game when you are an admin on that server. This list comes straight from a Rust dedicated server (Rust build 26431843, read 2026-11-06), and it is refreshed after every Rust update.

Admins means the player must be an owner or moderator on the server; Server console and RCON commands cannot be typed by a player at all. The common admin commands, the global commands (kick, ban, teleport) and the Oxide commands are on Rust admin commands. The other groups: Server, player and item commands, Debug and other commands, F1 client commands.

CommandWho can run itWhat it does
ai.addignoreplayerAdminsAdd a player (or command user if no player is specified) to the AIs ignore list.
ai.aizonestatsAdminsPrints the total count of registered AIInformationZone instances on the server
ai.brainstatsAdminsPrints the current count of active animal, scientist, pet, and new NPC2 brain instances on the server
ai.clearignoredplayersAdminsRemove all players from the AIs ignore list.
ai.deselectnpcAdminsRemoves the NPC you are looking at from your selection and hands it back to its normal AI.
ai.killanimalsAdminsKills all animal NPCs and animal NPC2 entities currently on the server
ai.killscientistsAdminsKills all scientist NPCs, tunnel dwellers, and non-animal NPC2 entities currently on the server
ai.movenpcAdminsOrders every NPC selected with ai.selectnpc to path to the position you are looking at. Optional gait: sneak, walk, jog, run, sprint, fullsprint - defaults to ai.debugmovegait.
ai.printignoredplayersAdminsPrint a lost of all the players in the AI ignore list.
ai.printorkilloffnavscientistsAdminsPrint a list of all scientists that are off the navmesh. Optionally kill them off by passing true as the first argument.
ai.releasenpcAdminsReleases every NPC selected with ai.selectnpc and hands them back to their normal AI.
ai.removeignoreplayerAdminsRemove a player (or command user if no player is specified) from the AIs ignore list.
ai.selectnpcAdminsAdds the NPC you are looking at to your selection so ai.movenpc can order it around.
ai.selectnpclookatserverAdminsEditor-only: finds the NPC entity with the given network ID on the server and selects its game object in the Unity editor hierarchy
ai.selectnpcsinrangeAdminsAdds every commandable NPC around you to your selection. Optional radius in metres - defaults to ai.debugmoveselectrange.
ai.setnpcreactiontimeAdminsThe time it takes for a NPC to fully notice a player standing right in front of them, in seconds.
ai.showdistributionsAdminsEditor-only: teleports the caller to a top-down view, fills NPC populations, then draws DDraw labels and lines showing each NPC category and closest neighbour
ai.showstateAdminsShow NPC state information.
ai.sleepwakestatsAdminsPrints statistics about AI sleeping zones: how many zones are sleepable, how many are sleeping, and the total count of sleeping entities
ai.wakesleepingaiAdminsWakes all currently sleeping AI information zones, forcing all sleeping NPCs within them to become active; reports zones and entity counts woken
CommandWho can run itWhat it does
apartment.checkoutallroomsAdminsCheckout every room in the apartment complex
apartment.checkoutroomAdmins
apartment.fakerentroomAdmins
apartment.givestalecombattriggerAdminsAdmin test tool: injects a stale combat-zone trigger (TriggerSafeZoneOverride) into your trigger list without physically entering it, reproducing the reconnect/wake desync so you can verify safezone damage protection. Run it near a loaded apartment, then walk out into the world.
apartment.printapartmentfurnitureAdminsPrint list of furniture inside your room
apartment.printitemtaxAdminsPrint out a list of all items that apartments will tax
apartment.rentallroomsAdmins
apartment.rentallroomsoftypeAdmins
apartment.rentroomAdmins
apartment.scheduleddeathAdminsTest triggering the scheduled death in safezones
apartment.testapartmentsecuritydoorAdminsTest triggering the apartment security door
CommandWho can run itWhat it does
bot.crouch_serverAdminsSets the ducked/crouching model state on a specific bot by name or Steam ID; used to control bot posture in testing scenarios
bot.sv_exec_commandAdminsExecutes a console command on a specific bot player by name or Steam ID; hidden from admin UI as it is intended for bot scripting only
bot.sv_exec_command_allAdminsExecutes a console command on every bot player currently on the server; hidden from admin UI
bot.sv_exec_command_sphereAdminsExecutes a console command on all bot players within a given radius of the calling admin; hidden from admin UI
CommandWho can run itWhat it does
deepsea.closeAdminsInitiates the deep sea closing sequence
deepsea.createdeepseaAdminsCreates the deep sea manager entity on the server
deepsea.enterdeepseaAdminsTeleports the player (or their mounted vehicle) into the deep sea
deepsea.leavedeepseaAdminsTeleports the player (or their mounted vehicle) back to the main island from the deep sea.
deepsea.openAdminsInitiates the deep sea opening sequence
deepsea.printboatteleportsAdminsPrints what players on the player’s boat will be teleported to the deep sea
deepsea.printentitycountAdminsPrints a breakdown of all entities currently in the deep sea
deepsea.printlootAdminsPrints a breakdown of all loot containers, trees, and ore nodes currently in the deep sea
deepsea.printtimetowipeAdminsPrints the current time remaining until the deep sea wipes
deepsea.settimetonextopeningAdminsSets the time in seconds until the deep sea re-opens after a wipe
deepsea.settimetowipeAdminsSets the time in seconds until the deep sea wipe triggers
deepsea.spawnfloatingcityhereAdminsSpawns a random floating city prefab at the player position
deepsea.spawnghostshiphereAdminsSpawns a random ghost ship prefab at the player position
deepsea.spawnislandhereAdminsSpawns a random deep sea island prefab at the player position
deepsea.spawnrhibgrouphereAdminsSpawns a RHIB patrol boat group at the player position
deepsea.statusAdminsPrints the current deep sea status
deepsea.testportalspawnlocationAdminsTests whether the calling player’s current position is a valid portal spawn location; draws a green sphere if valid or red sphere if invalid with the given radius and duration in seconds
CommandWho can run itWhat it does
events.print_server_eventsAdminsPrints a table of all registered server events with their current enabled state, minimum delay, maximum delay, and last trigger time
events.set_event_enabledAdminsEnables or disables a specific server event by name; disabled events will not trigger automatically until re-enabled
events.set_event_max_delayAdminsSets the maximum delay in seconds between automatic triggers of the named server event
events.set_event_min_delayAdminsSets the minimum delay in seconds between automatic triggers of the named server event
CommandWho can run itWhat it does
heli.callAdminsSpawns and sends a patrol helicopter to the specified player or position, using the same logic as calltome but targeting another player
heli.calltomeAdminsOrders the active patrol helicopter to fly to the calling admin position and attack there
heli.deathAdminsForces the active patrol helicopter to die immediately, triggering its death explosion and crash sequence
heli.dropAdminsSpawns a patrol helicopter at the calling admin position, bypassing the normal random spawn logic; primarily used for testing
heli.fleeAdminsOrders the active patrol helicopter to immediately flee to a random distant location and disengage
heli.moveAdminsMoves the active patrol helicopter to the calling admin current position without entering combat mode
heli.orbitAdminsOrders the active patrol helicopter to orbit around the calling admin current position
heli.orbitstrafeAdminsOrders the active patrol helicopter to orbit and strafe the calling admin position simultaneously
heli.patrolAdminsOrders the active patrol helicopter to resume normal patrol mode, following its randomised waypoint path across the map
heli.strafeAdminsOrders the active patrol helicopter to perform a strafing run on the calling admin current position
heli.testpuzzleAdminsTriggers the helicopter puzzle sequence (approach, puzzle activation, reward) for testing the helicopter monument puzzle
CommandWho can run itWhat it does
livestock.ageupAdminsImmediately grows the nearest livestock infant into its adult stage. Optional search radius in metres (default 20).
livestock.censusAdminsCounts the livestock population and what it has produced. Optional radius in metres around the caller (default 0, the whole map).
livestock.censusresetAdminsZeroes the livestock census running totals and the profiler, so the next reading covers only what happens from now.
livestock.completepregnancyAdminsMakes the nearest pregnant livestock animal give birth now, without waiting out the rest of its pregnancy. Optional search radius in metres (default 20).
livestock.cullexcessAdminsKills livestock past livestock.maxPerSpecies, cattle and sheep counted apart: unowned animals first, then owned ones, the worst kept and worst bred first in each. An optional head count culls down to that instead.
livestock.drawherdsAdminsToggles drawing the free range herds within livestock.drawRadius of you, each in its own colour: the whole herd the count links through livestock.freeRangeLinkRadius, past the cap, joined by its shortest set of lines, and its size against livestock.maxFreeRangeHerd with how many of it are not owned. Pass 1 or 0 to set it instead.
livestock.drawpensAdminsToggles drawing every livestock pen within livestock.drawRadius of you, each in its own colour: its border, a marker on each animal on it and each trough and water container it keeps, and what it houses. Pass 1 or 0 to set it instead.
livestock.dungAdminsMakes the nearest livestock animal drop dung now, without waiting for its timer. Optional search radius in metres (default 20).
livestock.emptyfullnessAdminsEmpties the nearest livestock animal’s fullness, so it goes looking for food. Optional search radius in metres (default 20).
livestock.emptyhydrationAdminsEmpties the nearest livestock animal’s hydration, so it goes looking for water. Optional search radius in metres (default 20).
livestock.fillfullnessAdminsFills the nearest livestock animal’s fullness, as if it had just eaten its fill. Optional search radius in metres (default 20).
livestock.fillhydrationAdminsFills the nearest livestock animal’s hydration, as if it had just drunk its fill. Optional search radius in metres (default 20).
livestock.forcebreedAdminsSends the nearest male livestock animal to mate with the nearest valid female, skipping the mate search. Optional search radius in metres (default 20).
livestock.makepregnantAdminsMakes the nearest livestock animal pregnant. Obeys standard breeding rules. Optional search radius in metres (default 20).
livestock.readytomilkAdminsAdds one stored milking to the nearest cow now, up to the most it can hold, without waiting out its cooldown. Optional search radius in metres (default 20).
livestock.readytoshearAdminsMakes the nearest sheep ready to shear now, without waiting out its cooldown. Optional search radius in metres (default 20).
livestock.renameAdminsRenames the nearest livestock animal. Usage: livestock.rename <name> [radius], quoting a name that contains spaces, radius in metres (default 20)
livestock.sendhomeAdminsMoves the home of every livestock animal in range to where the caller is standing, so roam and the night gather aim here until it next eats at a trough. Optional radius in metres (default 30).
livestock.setconditionAdminsSets the condition of the livestock animal the caller is looking at, or the nearest one. Condition is the slow average that price, dung and willingness read. Usage: livestock.setcondition <0-1> [radius], radius in metres (default 20)
livestock.setcuriousAdminsMakes the nearest livestock animal curious or not, so it will follow a player it knows without a lead. Setting it clears sleepy. Usage: livestock.setcurious <0|1> [radius], radius in metres (default 20)
livestock.setfamiliarityAdminsSets how many seconds of familiarity the calling player has with the livestock animal they are looking at, or the nearest one. Usage: livestock.setfamiliarity <seconds> [radius], radius in metres (default 20)
livestock.setfamiliarityallAdminsSets how many seconds of familiarity the calling player has with every livestock animal in range. 0 resets them all. Usage: livestock.setfamiliarityall <seconds> [radius], radius in metres (default 30)
livestock.setgeneAdminsSets both copies of one gene on the livestock animal you are looking at, or the nearest one, the better copy being the one that shows. Usage: livestock.setgene <Dung|Yield|Fertility|Hardiness> <firstAllele> <secondAllele> [radius], each allele Bad, Ok or Good
livestock.setinbredAdminsMakes the livestock animal you are looking at, or the nearest one, inbred or not, by forcing its two lineage markers together or apart. Usage: livestock.setinbred <0|1> [radius]
livestock.setpotentialAdminsSets the potential of the livestock animal the caller is looking at, or the nearest one, as if it was raised that content. Usage: livestock.setpotential <0-1> [radius], radius in metres (default 20)
livestock.setsleepyAdminsMakes the nearest livestock animal sleepy or not, so once grown it spends most of the day lying down away from the herd. Setting it clears curious. Usage: livestock.setsleepy <0|1> [radius], radius in metres (default 20)
livestock.showcoatAdminsPrints what the nearest livestock animal’s coat is made of, which is its genes and, for a species with patches, the coat seed it was born with. Usage: livestock.showcoat [radius], radius in metres (default 20)
livestock.showgenesAdminsPrints the genes of the livestock animal you are looking at, or the nearest one, both copies of each, plus its lineage markers. Optional search radius in metres as the first argument (default 20).
livestock.showhomeAdminsDraws an arrow from the livestock animal you are looking at, or the nearest one, to its home: the last trough it ate at, or where it started. Green when that is inside a base. Optional search radius in metres (default 20) and seconds to draw for (default 10).
livestock.spawnspecialAdminsSpawns one of the named special livestock animals in front of you, skipping the rarity roll but obeying every other rule. Usage: livestock.spawnspecial <name> [species], species being needed only for an entry that fits more than one
livestock.specialsAdminsLists the special livestock animals this server has already produced, and counts the rest without naming them
livestock.swapgenderAdminsSwaps the gender of the nearest livestock animal. Optional search radius in metres (default 20).
CommandWho can run itWhat it does
nexus.broadcast_pingAdminsSends a ping to all Nexus servers in the cluster simultaneously and prints individual round-trip times
nexus.pingAdminsSends a ping to a specific Nexus server by name and prints the round-trip latency; used for testing inter-server connectivity
nexus.playeronlineAdminsChecks whether the named or Steam-ID-specified player is currently online on any server in the Nexus cluster
nexus.refreshislandsAdminsForces a refresh of the Nexus island layout, re-querying the zone controller for current island assignments
nexus.transferAdminsInitiates a Nexus transfer of the specified player to a named destination server or zone in the cluster
nexus.uploadmapAdminsReupload the map image to the nexus. Normally happens automatically at server boot. WARNING: This will lag the server!
CommandWho can run itWhat it does
npcvendingmachine.addhoursAdminsSimulates the provided number of hours passing in the vending machine system
npcvendingmachine.printallpricechangesAdminsPrint out all current price changes on the server
npcvendingmachine.resetdynamicpricingAdminsResets the state of all discounts and surcharges from NPC vending machines
npcvendingmachine.resetfrequencytagsAdmins
CommandWho can run itWhat it does
playerboat.kill_all_above_block_countAdminsKills all player boats that have more building blocks than the given threshold; used for server cleanup
playerboat.kill_all_above_deployable_countAdminsKills all player boats that have more deployed entities than the given threshold; used for server cleanup
playerboat.kill_io_deployablesAdminsKills any IO entities deployed on boats. Not a fast command. Use sparingly when needed.
playerboat.kill_nonconvex_deployablesAdminsKills any entities deployed on boats with non-convex colliders. Not a fast command. Use sparingly when needed.
playerboat.lookatdragbyangleAdminsPrints drag force debug data based on the angle between the boat heading and player look direction; admin-only
playerboat.print_nonconvexAdminsPrints a list of boats with non-convex collider deployables. Not a fast command. Use sparingly when needed.
playerboat.print_statsAdminsPrints statistics about all player boats on the server including block counts, deployable counts, and resource totals
playerboat.setsailsopenAdminsOpens all sails on the player boat directly in front of the calling admin player; admin-only dev command
playerboat.sinkAdminsInstantly kills the player boat directly in front of the calling admin player; admin-only dev command
CommandWho can run itWhat it does
relay.cfg_reloadAdminsReloads the Rust Relay configuration from disk, this will STOP the Rust Relay feature (restart with relay.restart)
relay.cfg_saveAdminsForces a save of the Rust Relay configuration to disk
relay.clear_queueAdminsClears the relay send queue (useful if things are going wrong with the relay server)
relay.reconnect_resetAdminsClears the reconnect attempt history, resetting the reconnect budget
relay.restartAdminsAttempts to restart the Rust Relay connection (may cause short lag)
relay.rpc_whitelist_addAdminsAdds an RPC Message to the RPC Whitelist
relay.rpc_whitelist_rebuildAdminsRebuilds the RPC Whitelist ID List
relay.rpc_whitelist_removeAdminsRemoves an RPC Message from the RPC Whitelist
relay.shutdownAdminsShutsdown the Rust Relay sever connection
relay.statusAdminsReturns a detailed Rust Relay status report
CommandWho can run itWhat it does
rentableshop.closenearestshopAdminsClose the nearest shop in 10m. Useful for testing
rentableshop.processrenttickAdmins
rentableshop.randomiseownerofnearestshopAdminsRandomise the owner of the nearest shop in 10m. Useful for testing
rentableshop.resettakeoverprotectionofclosestshopAdminsReset the takeover protection duration of nearest shop. Useful for testing
CommandWho can run itWhat it does
room.draw_facesAdminsDraws the face outlines and closest-face links of the building block you are looking at and everything connected to it (breadth-first walk). Args: [duration=10] [range=40].
room.draw_networkgroupsAdminsDraws room contents and boundary network groups for the building you are looking at. Green = subscribed, yellow = held but awaiting subscription, red = not held, grey = positional grid. Args: [duration=10] [range=40].
room.draw_portalsAdminsDraws the portals of the building you are looking at (green = open, red = closed)
room.draw_roomsAdminsDraws the faces of the building you are looking at coloured by room. Args: [duration=10] [range=40]. Outside room is dim white; arrows point into the room each face borders.
room.draw_visibleAdminsDraws the faces of every room you can see into from where you stand (green), and the rooms you cannot (red)
room.exportbaseAdminsEditor-only: exports the current room partition to RoomFixtures/<name>.json so it can be replayed offline in the edit-mode tests. Pass a name; defaults to ‘capture’. To capture a base from a live server, copypaste it into an editor server first.
room.exportpastesAdminsEditor-only: pastes every .data file in a directory one at a time and exports each to RoomFixtures/<folder>/<paste>.json for the edit-mode fixture tests. Args: <directory> [folder=directory name]. Pastes that already have a fixture are skipped.
room.occlusionstatsAdminsPrints interior occlusion’s shadow-mode report: how much of the world ended up effectively outside (fail open) and how much each player has hidden
room.printfacesAdminsPrints the closest-face link of every edge on the building block you are looking at. Pass --ddraw to also draw the links.
room.printhiddenAdminsPrints which interior rooms a player can currently see into, i.e. which room network groups they hold. Defaults to yourself.
room.printportalsAdminsPrints every portal of the building you are looking at (rooms joined, filler, open state)
room.printroomsAdminsPrints the room partition of the building you are looking at
room.printvisibleAdminsPrints the room a player is standing in and every room they can see into. Defaults to yourself.
CommandWho can run itWhat it does
rustnav.bakestatsAdminsPrint accumulated navmesh bake statistics. Pass true to reset them instead
rustnav.debugloadAdmins
rustnav.debugpathAdmins
rustnav.debugraycastAdmins
rustnav.debugrebuildtileAdmins
rustnav.debugsampleAdmins
rustnav.debugsaveAdmins
rustnav.drawAdmins
rustnav.dumptilegeoAdminsRebuild one default-navmesh tile synchronously and dump its assembled geometry + heightfield bounds to a file for the offline native-build harness: rustnav.dumptilegeo <tx> <ty> <path>
rustnav.navmeshstatsAdminsList every navmesh (default + independent monuments/islands/ghostships) ranked by accumulated worker build time
rustnav.rebuildAdmins
rustnav.setnumthreadsAdmins
CommandWho can run itWhat it does
satellite.launchAdminsDev: search for a safe crash site around the calling player using the exact same acceptance checks a control computer’s lock-in uses (topology, water, unevenness, safezones, obstructions), then launch the full orbital descent there. Not a full session replica: searches around the player rather than a computer’s semi-random targeting center, always does a fresh scan (no thruster-history reuse), and has no owning computer (no countdown screen, radius floor still enforced, no-build volume self-despawns after impact instead of being computer-managed): satellite.launch [radius]
satellite.launchquickAdminsDev: exactly satellite.launch, same crash-site search and validation, but skips the wait: the satellite spawns already in phase 2, 30 seconds from impact, at the point of the descent path it would normally reach then: satellite.launchquick [radius]
satellite.randomAdminsTrigger a satellite crash at a random valid position on the map
satellite.triggerAdminsTrigger a satellite crash at the calling player’s position or optional coordinates, with an optional satellite mass (kg) driving loot like a computer-controlled crash: satellite.trigger [mass] or satellite.trigger [x z [mass]]
CommandWho can run itWhat it does
vehicle.autohoverAdminsToggles auto-hover mode on the mini-helicopter the calling player is piloting, maintaining altitude automatically without pilot input
vehicle.boatdriftinfoAdminsPrint out boat drift status for all boats
vehicle.fixcarsAdminsFixes up vehicles within 10m of the player by repairing to full hp, adding fuel to engines, and more
vehicle.killboatsAdminsDestroys all boat vehicles (rowboats, RHIBs) currently spawned on the server
vehicle.killcarsAdminsDestroys all modular car vehicles currently spawned on the server
vehicle.killdronesAdminsDestroys all drone vehicles currently spawned on the server
vehicle.killminisAdminsDestroys all minicopter vehicles currently spawned on the server
vehicle.killmotorbikesAdminsDestroys all motorbike vehicles currently spawned on the server
vehicle.killpushbikesAdminsDestroys all push bike vehicles currently spawned on the server
vehicle.killscraphelisAdminsDestroys all scrap transport helicopter vehicles currently spawned on the server
vehicle.killtrainsAdminsDestroys all train vehicles currently spawned on the server
vehicle.setrepairablepadsAdminsForces every repairable vehicle pad on the map to be rebuilt, or pass false to wreck them again.
vehicle.stop_all_trainsAdminsImmediately stops all train entities on the server, zeroing their speed; useful for clearing deadlocked train paths
vehicle.swapseatsAny player
vehicle.swaptoseatAny player
vehicle.train_listAdminsList all train engines with their entity IDs and current speeds.
vehicle.train_speedAdminsSet a train’s target speed in km/h. Usage: vehicle.train_speed <km/h> (look-at) or vehicle.train_speed <id> <km/h>. Negative = reverse.
vehicle.train_speed_allAdminsSet all trains to the same target speed in km/h. Usage: vehicle.train_speed_all <km/h>. Negative = reverse.
vehicle.train_stopAdminsGradually brake a train to a stop. Usage: vehicle.train_stop (look-at) or vehicle.train_stop <id>.
CommandWho can run itWhat it does
weather.list_cloud_configsAdminsLists all available volumetric cloud configuration asset names registered in the Climate instance
weather.loadAdminsLoads and applies a named weather preset to the climate system; admin/developer only; server replicates the change to all clients
weather.load_cloud_configAdminsLoads a named volumetric cloud configuration and applies it to the climate override; admin/developer only; server replicates to clients
weather.reportAdminsPrints a detailed report of the current weather state including fog, rain, wind, cloud, and all climate parameter values; admin/developer only
weather.resetAdminsResets all weather overrides and cloud configurations, restoring the dynamic weather system; admin/developer only; server replicates to clients
weather.reset_cloud_configAdminsClears the volumetric cloud configuration override and resets cloud settings to the dynamic weather system; server replicates to clients
CommandWho can run itWhat it does
world.drawboundsAdminsDraws flat wireframe boxes in the world showing world bounds (red), terrain margin (yellow), deep sea bounds (cyan), and portal bounds (green/magenta) for the given duration in seconds
world.monumentsAdminsPrints a table of all monuments on the current map including type, display name, prefab path, and world position; admin/developer only
world.renderlabsAdminsRenders a PNG of the current map’s underwater labs, for a specific floor
world.rendermapAdminsRenders a high resolution PNG of the current map
world.rendertunnelsAdminsRenders a PNG of the current map’s tunnel network

Groups with only a few entries, in one list.

CommandWho can run itWhat it does
airfieldairdropterminal.force_chargeAdmins
airfieldairdropterminal.force_shortcircuitAdmins
airfieldcallchinookterminal.force_chargeAdmins
airfieldcallchinookterminal.force_shortcircuitAdmins
baseboat.seconds_between_shore_driftAdmins
baseboat.seconds_until_shore_driftAdmins
basemountedweapon.reloadAdminsForces the ballistas, cannons and mortars within 10m of the calling admin player to reload immediately; admin-only
batteringramhead.hurtAdminsDeals the specified amount of damage to the battering ram head entity nearest to the calling admin player; admin-only
boatbuildingstation.print_statsAdmins
bradley.quickrespawnAdminsForces an immediate Bradley APC respawn, bypassing the normal respawn delay; admin only
bradleyapc.spawnroadbradleyAdmins
cannon.adminfireAdmins
cargoship.debug_cargo_statusAdmins
cargoship.debug_infoAdmins
cargoship.egressAdminsStart the cargo ship’s egress (leave) phase.
catapult.fireAdminsFire all catapults
catapult.reloadAdminsReload all catapults. 0: empty, 1: stone boulder, 2: fire bomb, 3: propane explosive, 4: bee bomb, 5: bot player
ch47helicopteraicontroller.dropcrateAdminsCommands all active CH47 Chinook helicopter AI controllers to drop their cargo crate immediately
electricbattery.batteryidAdmins
env.addtimeAdminsAdvances the in-game time of day by the specified number of hours; useful for quickly cycling to day or night for testing
eventschedule.killalleventsAdminsKills all currently running triggered event instances across all enabled event schedules; registered as eventschedule.killallevents
eventschedule.triggereventAdminsTriggers a named event schedule by partial name match; registered as eventschedule.triggerevent; lists available events if name is invalid or ambiguous
farmableanimal.simhoursAdminsSimulates the provided number of hours on all farm animals within 10m
gamemode.setAdminsSets the active game mode by name; game modes can alter loot tables, rules, and player abilities (e.g. softcore, hardcore)
gamemode.setteamAny playerAssign a player to a team in the active game mode.
ioentity.debugqueueAdminsPrints the current state of all IO entity processing queues showing queue type and pending entity counts; admin-only
powergrid.fusestatusAdmins
powergrid.statusAdmins
ridablehorse.ragdollAdminsRagdolls the ridable horse entity directly in front of the calling admin player; useful for testing horse physics and death states
ridablehorse.setforsaleAdminsMarks the horse directly in front of the calling admin player as for-sale, enabling the purchase interaction
ridablehorse.sethorsebreedAdminsSets the breed index of the horse directly in front of the calling admin player to the given integer value
santasleigh.dropAdmins
softcore.raidwindow_statusAdminsPrint the current raid-window state: server local time, effective hours, and whether the window is open right now
supply.callAdminsCalls in a supply drop to a specific grid coordinate or position; useful for testing supply crate loot tables and airdrop pathing
supply.dropAdminsSpawns a supply drop at the calling admin or player position; the drop falls from the sky with a parachute like a naturally occurring airdrop
travellingvendor.spawnAdminsSpawns a Travelling Vendor at the calling player’s position on the nearest ring road; registered as travellingvendor.spawn
travellingvendor.starteventAdminsSpawns a Travelling Vendor event instance; registered as travellingvendor.startevent
tutorialisland.debugislandpositionsAdmins
vendingmachine.clearallvendingcustomerhistoryAdminsWipe the backend customer stats data on all vending machines. Slow operation.
vendingmachine.clearallvendinghistoryAdminsWipe the backend stats data on all vending machines. Slow operation.
waypointrace.startraceAdmins
xmas.refillAdminsManually triggers a Christmas gift spawn pass, filling the world with gifts up to the giftsPerPlayer target for all connected players
ziplinelaunchpoint.highlightAdmins
ziplinelaunchpoint.reportAdmins